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Stephen Bresnick

Video: An Automatic Text-To-Sign-Language Translation System | Popular Science - 0 views

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    In the USDOE Educational Technology plan, Universal Design for Learning standards require that information be presented in a way that is accessible to people with disabilities such as sight or hearing impairment. I found this article about automatic text-to-sign avatar software that would seem to be a no-brainer for anybody who is creating an eLearning experience that is primarily text-based. We have text-to-speech, which is as easy as opening a document and having a robot read the text for you. I wonder if there are any text-to-sign avatars that are available in English.
Ashley Lee

Microsoft patent: Sorry, fatso, no more hiding behind that avatar - 1 views

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    Microsoft patent application proposes generating fat avatars for people whose health records indicate that they are overweight
David Chen

Research shows avatars can negatively affect users - 1 views

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    Although often seen as an inconsequential feature of digital technologies, one's self-representation, or avatar, in a virtual environment can affect the user's thoughts, according to research by a University of Texas at Austin communication professor.
Bharat Battu

Reflex : Math fact fluency - the next generation. - 3 views

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    The school I am interning at (The Carroll School) is using this in their middle school math classes. Small class sizes typically (4-8 kids /  class), and it's a 1:1 school where every child has a laptop. But - it's working well for designated independent work time in the math classes I've observed- where each kid is asked to play the game for 15 minutes on their own. Kids have their own profiles- and there are several different math mini games they can play, each game focusing on different math skills. Each mini game involves different game mechanics and art styles. But all games involve using arithmetic skills and math concepts to solve problems that progress them in the game. Good performance gives the kids in-game credits/money that they can use to customize their in-gam avatar. 
Chris Dede

The End of the Virtual World -- THE Journal - 3 views

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    What happens to your teen avatar when the plug is pulled on your virtual world?
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    That looks like a tragedy that's rooted in bad software architecture - having the Teen software be so different from the main Second Life software that it now has to be shut down ... tsk tsk. I hope Linden Labs has learned from this. It was really interesting to learn how this has been used in education (with specifics about hurdles the teachers had to jump to get it into the curriculum).
Jennifer Hern

Avatar toys go augmented-reality, courtesy of Mattel and Total Immersion - 0 views

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    The latest AR toys from Mattel... Apparently the toy industry is trying to capitalize on the tech already.
Kasthuri Gopalaratnam

Researchers Pushing the Boundaries of Virtually Space to Include Sense of Touch - UT Da... - 1 views

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    Professors in the Erik Jonsson School of Engineering and Computer Science are creating a multimedia system that uses multiple 3-D cameras to create avatars of humans in two different places, and then puts them in the same virtual space where they can interact.
Kasthuri Gopalaratnam

Technology Marketplace - "Beam me to my meeting!" - 1 views

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    European scientists have integrated robotics, video, and various sensor and display technologies to transport someone into a geographically distant meeting room under the auspices of the Beaming through augmented media for natural networked gatherings (Beaming) project. The European Union-funded effort utilizes immersive virtual reality technologies in which a robotic avatar functions as the meeting participant's eyes, ears, and mouth. The participant wears a head-mounted display and is connected to sensors, enabling them to receive the avatar's video and audio feeds in three dimensions. The two-way connection also enables the participant's movements and responses to be mimicked by the robot.
Allison Gevarter

In Cybertherapy, Avatars Assist With Healing - NYTimes.com - 2 views

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    Really interesting study about how technology can help treat social anxiety disorders.
David Chen

Teen virtual world Meez sees profit - 1 views

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    Meez, a start-up that expanded last year from an avatar creation service into a full-out virtual world for teens, is touting some good news: it's been profitable since April and "every month is better than the last month," CEO John Cahill told CNET News.
Steve Henderson

Virtual World - 0 views

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    Here is a website with a virtual world game for kids. You travel around a world called miamiopia in the form of a balloon avatar. You come across questions from content domains and I think then you answer questions and earn coins. If you can't answer the questions, as happened to me when trying to earn coins by answering questions identifying dinosaurs, you are taken to a web site with the information so you can learn it.
William Vitale

Neuroscience and Enhanced Learning Report - 1 views

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    Here's a report from FutureLab at the National Foundation for Educational Research. It's a long report but they touch on a number of ways that neuroscience and technology can be integrated, whether it being using fMRI to demonstrate how brain activity levels are heightened when someone is allowed to choose their own avatar in a video game, or creating an app that helps dyslexic children read based on a neuroscience framework.
Chris Johnson

Opinion: The First-Person Immersion Myth (Gamasutra) - 0 views

    • Chris Johnson
       
      I tend to agree with the author, though I would be interested in seeing evidence to support his claims. I remember playing the classic horror survival game "Alone in the Dark" (from 1992) The graphics were fairly primitive by today's standards, the controls could be clunky, but I felt more immersed in the experience, even upon replaying years later. By contrast, I played through first-person shooter and survival horror game F.E.A.R. recently. The graphics are very realistic and the controls are smooth, but something was missing that kept it from being an immersive experience for me. People who haven't played the original "Alone in the Dark" may recognize more with games like "Resident Evil" in comparison with "Half Life".
  • saves developers from having to develop
  • has a high learning curve for those who haven’t already experienced many first-person games
  • ...10 more annotations...
  • The reason for that is likely that we are used to seeing games and movies play out before us in a third-person view.
  • Having an avatar gives us a strong frame of reference,
  • Are first-person games inherently more immersive? A lot of developers seem to presume that they are,
  • most of us do is identify with the character
  • the “silent hero” dilemma
  • do a somewhat better job by at least allowing the player to make some dialog choices -- but still, the character isn’t you
  • What makes a game immersive or otherwise is not the viewpoint
  • because his world is so well-realized
  • we’ve come to our own conclusion that first-person games are inherently intuitive and more immersive, simply by virtue of their camera position
  • a couple people mailed me to say that they feel I have too closely tied character identification with immersion, and that’s not my intention
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    This is an opinion article that talks about immersion and the first-person camera angle in video games. He argues that game developers should re-evaluate the assumption that the first-person viewpoint is inherently more immersive than other gaming experiences.
Ando Endano

YouTube - Second Life Avatar Enters the World - 0 views

shared by Ando Endano on 19 Sep 09 - Cached
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    AR experiment by Georgia Inst. of Tech. superimposing Second Life Characters in a real life office environment.
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    AR experiment by Georgia Inst. of Tech. superimposing Second Life characters in a real life office environment.
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